Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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twinkieman93
- Posts: 1075
- Joined: Fri Aug 10, 2007 11:13 pm
Re: Smooth Doom (Now with more vanilla!)
He doesn't have to fix them; load Doom 2 as a PWAD before Smooth Doom and everything should act normally. Well, except for some textures, but other than that things should work normally.
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Onslaught Six
- Posts: 572
- Joined: Sun Dec 11, 2005 9:17 pm
- Location: Hell.
Re: Smooth Doom (Now with more vanilla!)
I...hm, nobody ever told me that solution before. Now don't I look foolish.twinkieman93 wrote:He doesn't have to fix them; load Doom 2 as a PWAD before Smooth Doom and everything should act normally. Well, except for some textures, but other than that things should work normally.
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twinkieman93
- Posts: 1075
- Joined: Fri Aug 10, 2007 11:13 pm
Re: Smooth Doom (Now with more vanilla!)
I know that's how you get Hideous Destructor working in Doom 1.
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scissorman11785
- Posts: 35
- Joined: Sun May 06, 2012 1:24 pm
Re: Smooth Doom (Now with more vanilla!)
Today I found one of the earlier versions of this wad before it was renamed SmoothDoom. The only advantage it has over the current version is that the blood decals that land on the walls when an enemy is gibbed are more appropriately plentiful without going overboard.
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Gifty
- Posts: 615
- Joined: Sat Jun 15, 2013 8:21 pm
Re: Smooth Doom (Now with more vanilla!)
Yeah, I'm not sure what happened there. I didn't notice a difference but it's starting to seem like something is up with the decals for real.
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MaxVonSydow
- Posts: 7
- Joined: Mon Oct 31, 2011 11:10 am
Re: Smooth Doom (Now with more vanilla!)
Hey. Being away from gzdoom for 2 years, i must say i loved trying smooth doom for the first time today.
Amazing work!
I only have one problem, maybe i am doing something wrong?
When i load smoothdoom.pk3 i break dynamic lightning, it no longer works in game.
If i load smoothdoommonstersonly.pk3 dynamic lighting works again but then my weapons have vanilla animation.
I can get around this problem with loading pk_anim1.wad.
But then i still miss out on lovely animated water/torches and stuff + i loose menu option for shell casings, which i love LOVE LOVE!!
EDIT: Even with smoothdoommonstersonly.pk3 the monster ranged attacks have no dynamic lightning (fireballs from imp/green bolt from hell knight/mancubus....)
My ranged weapons have dynamic lightning, stange?
Any tips for what i am doing wrong, or does smooth doom really break dynamic lighting at this stage?
Amazing work!
I only have one problem, maybe i am doing something wrong?
When i load smoothdoom.pk3 i break dynamic lightning, it no longer works in game.
If i load smoothdoommonstersonly.pk3 dynamic lighting works again but then my weapons have vanilla animation.
I can get around this problem with loading pk_anim1.wad.
But then i still miss out on lovely animated water/torches and stuff + i loose menu option for shell casings, which i love LOVE LOVE!!
EDIT: Even with smoothdoommonstersonly.pk3 the monster ranged attacks have no dynamic lightning (fireballs from imp/green bolt from hell knight/mancubus....)
My ranged weapons have dynamic lightning, stange?
Any tips for what i am doing wrong, or does smooth doom really break dynamic lighting at this stage?
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Jaxxoon R
- Posts: 772
- Joined: Sun May 04, 2014 7:22 pm
Re: Smooth Doom (Now with more vanilla!)
Yeah, that annoyed me too.
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Gifty
- Posts: 615
- Joined: Sat Jun 15, 2013 8:21 pm
Re: Smooth Doom (Now with more vanilla!)
Just letting you guys know I've identified the problem with dynamic lights and a very satisfactory fix is on the way.
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MaxVonSydow
- Posts: 7
- Joined: Mon Oct 31, 2011 11:10 am
Re: Smooth Doom (Now with more vanilla!)
Wonderful to hear 
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Gifty
- Posts: 615
- Joined: Sat Jun 15, 2013 8:21 pm
Re: Smooth Doom (Now with more vanilla!)
Update is live! Dynamic lights should now work; what happened was the GZdoom light defs were corresponding to the old sprite animations, so I had to include a new light defs file that matched up with the new, smoother animations in the mod. Some other stuff added as well, check the changelog.
Next order of business is to add an option for original-style smooth torches, for those who don't like Sarge's fancy high-res ones. And I suppose I'd better get on those bosses at some point.
Next order of business is to add an option for original-style smooth torches, for those who don't like Sarge's fancy high-res ones. And I suppose I'd better get on those bosses at some point.
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MaxVonSydow
- Posts: 7
- Joined: Mon Oct 31, 2011 11:10 am
Re: Smooth Doom (With Dynamic Lights!)
A quick question here. I am playing on gzdoom with the latest version of the high res texture pack.
I notice that with the new version of smooth doom, the liquids show both the smooth doom animation and the high res texture animation.
Smooth shows for like 2 seconds and than in a fast blink the surface shows the high res texture version in a fast forward state.
Another thing is that when i press switches, after it activates the switch turnes into the original vanilla texture.
Anyone know a quick fix/change i can do to disable the high res texture liquid surfaces (i prefer smooth doom version) and disable vanilla doom textures from loading on switches?
I notice that with the new version of smooth doom, the liquids show both the smooth doom animation and the high res texture animation.
Smooth shows for like 2 seconds and than in a fast blink the surface shows the high res texture version in a fast forward state.
Another thing is that when i press switches, after it activates the switch turnes into the original vanilla texture.
Anyone know a quick fix/change i can do to disable the high res texture liquid surfaces (i prefer smooth doom version) and disable vanilla doom textures from loading on switches?
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NantoCodd
- Posts: 230
- Joined: Thu Jul 18, 2013 12:58 am
- Location: The Ultimate DOOUMB
Re: Smooth Doom (With Dynamic Lights!)
Make sure you load Smooth Doom AFTER HD texture pack.
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MaxVonSydow
- Posts: 7
- Joined: Mon Oct 31, 2011 11:10 am
Re: Smooth Doom (With Dynamic Lights!)
Ahh, did not think it was load order related since it did not matter with the previous version of smoothdoom.
Ty, that took care of the liquid textures
Anyone got tips on how i can disable the new switch animation in smoothdoom?
Because right now i looks bad when i get vanilla texture on all switches after activating them.
Ty, that took care of the liquid textures
Anyone got tips on how i can disable the new switch animation in smoothdoom?
Because right now i looks bad when i get vanilla texture on all switches after activating them.
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Gifty
- Posts: 615
- Joined: Sat Jun 15, 2013 8:21 pm
Re: Smooth Doom (With Dynamic Lights!)
I would like to make smooth switches optional so that custom switches don't get borked, but I've got to figure out how to do that first. I'm learning all this stuff as I go along. 
If anyone has any knowhow in this area, any kind of information whatsoever would be appreciated.
If anyone has any knowhow in this area, any kind of information whatsoever would be appreciated.
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MaxVonSydow
- Posts: 7
- Joined: Mon Oct 31, 2011 11:10 am
Re: Smooth Doom (With Dynamic Lights!)
A option for switches in the menu would be great.
I hope you get the help you need to make this possible.
This is shaping up to be the ultimate pk3 for my doom experience.
It is pretty perfect as it is now, besides missing boss animations.
I thought about it yesterday while playing, is there something that could add more immersion.
And i though, what if the enemies would eject shell casings as well?
Don't know what you guys think about this, but i feel that could add to the experience.
If this was implemented it should be a toggle option in the menu.
(shellcasings: off, player, player + monsters
Would be pretty damn badass to see the spiderdemon eject giant casings at monster speed.
My 2 cents, don't know how hard it would be to implement, or if there are any interest in this on this board.
Anyway, keep up the amazing work, playing with dynamics lights again is great
I hope you get the help you need to make this possible.
This is shaping up to be the ultimate pk3 for my doom experience.
It is pretty perfect as it is now, besides missing boss animations.
I thought about it yesterday while playing, is there something that could add more immersion.
And i though, what if the enemies would eject shell casings as well?
Don't know what you guys think about this, but i feel that could add to the experience.
If this was implemented it should be a toggle option in the menu.
(shellcasings: off, player, player + monsters
Would be pretty damn badass to see the spiderdemon eject giant casings at monster speed.
My 2 cents, don't know how hard it would be to implement, or if there are any interest in this on this board.
Anyway, keep up the amazing work, playing with dynamics lights again is great
Last edited by MaxVonSydow on Wed Jul 09, 2014 6:50 am, edited 1 time in total.